Agent Skills

ue-editor-tools

Install

npx skills add https://github.com/quodsoler/unreal-engine-skills --skill ue-editor-tools
SKILL.md

UE Editor Tools

Target engine: UE 5.8. APIs below are verified against the 5.8 headers; older forms are listed under "Deprecated — do not use".

Editor extensions live in a module with "Type": "Editor" and depend on UnrealEd, Slate, SlateCore, PropertyEditor (detail panels), ToolMenus (menus and toolbars), EditorSubsystem (UEditorSubsystem), Blutility (editor utility widgets and scripted actions), AssetTools and AssetDefinition (Content Browser asset types). None of these may be referenced unconditionally from a Runtime module (engine runtime modules add them only under if (Target.bBuildEditor) plus #if WITH_EDITOR, e.g. AIModule.Build.cs:31-34).

Context

Read .agents/ue-project-context.md if it exists (module names, conventions, enabled plugins, GAS/networking setup). Do not stop if it is missing.

Identify the area from the request and the codebase. Ask only when two plausible readings would produce different code.

Request is about… Go to
Creating the editor module, Build.cs, registration lifecycle Editor Module Setup
Custom property panel for a class or struct Detail Customizations
UMG panel run inside the editor, right-click asset/actor actions Editor Utility Widgets and Scripted Actions
Main menu, toolbar, context-menu entries, commands Menus and Toolbars
Editor-lifetime singleton, GEditor->GetEditorSubsystem<T>() Editor Subsystems
Undo/redo, marking objects dirty, reacting to editor events Transactions and Editor Delegates
Viewport mode with custom interaction or tools Editor Modes
Content Browser type colour, category, factory, thumbnail Asset Types Factories and Thumbnails
Tabbed asset editor window Asset Editor Toolkits
Validating assets on save or in CI Data Validation

Editor Module Setup

.uproject (or .uplugin) module entry — Default is enough for detail customizations and UToolMenus::RegisterStartupCallback menus (CommonUIEditor registers its detail customizations at Default); use PostEngineInit when StartupModule itself needs GEditor or other engine-initialised state:

{ "Name": "MyGameEditor", "Type": "Editor", "LoadingPhase": "PostEngineInit" }
// MyGameEditor.Build.cs
PrivateDependencyModuleNames.AddRange(new string[] {
    "Core", "CoreUObject", "Engine", "UnrealEd",
    "Slate", "SlateCore", "InputCore",
    "PropertyEditor",   // IDetailCustomization, IPropertyTypeCustomization
    "EditorSubsystem",  // UEditorSubsystem
    "Blutility",        // UEditorUtilityWidget, UAssetActionUtility
    "UMG", "UMGEditor",  // EditorUtilityWidget(Blueprint).h include UMG headers; Blutility links them privately
    "ToolMenus",        // UToolMenus
    "AssetTools",       // IAssetTools
    "AssetDefinition",  // UAssetDefinition
    "MyGame"            // your runtime module
});

Declare the module class, define both lifecycle functions, then place IMPLEMENT_MODULE last:

// MyGameEditor.h
#pragma once
#include "Modules/ModuleManager.h"

class FMyGameEditorModule : public IModuleInterface
{
public:
    virtual void StartupModule() override;
    virtual void ShutdownModule() override;

private:
    void RegisterMenus();
    static void OpenMyPanel();
};

// MyGameEditorModule.cpp — includes MyDataAsset.h, MyRange.h, the two customization
// headers, PropertyEditorModule.h and ToolMenus.h
void FMyGameEditorModule::StartupModule()
{
    FPropertyEditorModule& PropertyModule =
        FModuleManager::LoadModuleChecked<FPropertyEditorModule>("PropertyEditor");

    PropertyModule.RegisterCustomClassLayout(
        UMyDataAsset::StaticClass()->GetFName(),
        FOnGetDetailCustomizationInstance::CreateStatic(&FMyDataAssetCustomization::MakeInstance),
        FRegisterCustomClassLayoutParams());

    PropertyModule.RegisterCustomPropertyTypeLayout(
        FMyRange::StaticStruct()->GetFName(),
        FOnGetPropertyTypeCustomizationInstance::CreateStatic(&FMyRangeCustomization::MakeInstance));

    PropertyModule.NotifyCustomizationModuleChanged();

    UToolMenus::RegisterStartupCallback(
        FSimpleMulticastDelegate::FDelegate::CreateRaw(this, &FMyGameEditorModule::RegisterMenus));
}

void FMyGameEditorModule::ShutdownModule()
{
    UToolMenus::UnRegisterStartupCallback(this);
    UToolMenus::UnregisterOwner(this);

    if (FModuleManager::Get().IsModuleLoaded("PropertyEditor"))
    {
        FPropertyEditorModule& PropertyModule =
            FModuleManager::GetModuleChecked<FPropertyEditorModule>("PropertyEditor");
        PropertyModule.UnregisterCustomClassLayout(UMyDataAsset::StaticClass()->GetFName());
        PropertyModule.UnregisterCustomPropertyTypeLayout(FMyRange::StaticStruct()->GetFName());
        PropertyModule.NotifyCustomizationModuleChanged();
    }
}

IMPLEMENT_MODULE(FMyGameEditorModule, MyGameEditor)

RegisterMenus and OpenMyPanel are defined under Menus and Toolbars. FRegisterCustomClassLayoutParams carries TOptional<int32> OptionalOrder; set it when two modules customize the same class and the order matters, otherwise pass a default-constructed struct.

Directory layout, WITH_EDITOR guards, factories, thumbnails, toolkits and the full mode boilerplate: editor-module-setup.md.

Detail Customizations

IDetailCustomization replaces the whole details panel layout for a UClass. IPropertyTypeCustomization replaces the row for a USTRUCT or instanced object property. Both are registered from StartupModule as shown above.

// MyDataAssetCustomization.h
#pragma once
#include "IDetailCustomization.h"
#include "Templates/SharedPointer.h"

class FMyDataAssetCustomization : public IDetailCustomization
{
public:
    static TSharedRef<IDetailCustomization> MakeInstance();

    virtual void CustomizeDetails(IDetailLayoutBuilder& DetailBuilder) override;
    virtual void CustomizeDetails(const TSharedPtr<IDetailLayoutBuilder>& DetailBuilder) override;

private:
    TWeakPtr<IDetailLayoutBuilder> WeakBuilder;
};

// MyDataAssetCustomization.cpp
void FMyDataAssetCustomization::CustomizeDetails(const TSharedPtr<IDetailLayoutBuilder>& DetailBuilder)
{
    WeakBuilder = DetailBuilder;   // store it before calling ForceRefreshDetails() later
    CustomizeDetails(*DetailBuilder);
}

The single-argument override does the layout work: EditCategory, GetProperty, AddProperty, AddCustomRow, HideProperty, GetObjectsBeingCustomized — full bodies in the reference below.

The USTRUCT counterpart, FMyRangeCustomization : public IPropertyTypeCustomization, overrides CustomizeHeader(TSharedRef<IPropertyHandle> PropertyHandle, FDetailWidgetRow& HeaderRow, IPropertyTypeCustomizationUtils& CustomizationUtils) and CustomizeChildren(TSharedRef<IPropertyHandle> PropertyHandle, IDetailChildrenBuilder& ChildBuilder, IPropertyTypeCustomizationUtils& CustomizationUtils).

Key interfaces (all in Engine/Source/Editor/PropertyEditor/Public):

Type Header What you call
IDetailLayoutBuilder DetailLayoutBuilder.h EditCategory, HideCategory, GetProperty, HideProperty, AddPropertyToCategory, GetObjectsBeingCustomized, GetSelectedObjects, ForceRefreshDetails, RegisterInstancedCustomPropertyTypeLayout
IDetailCategoryBuilder DetailCategoryBuilder.h AddProperty, AddCustomRow, AddCustomBuilder, AddGroup, AddExternalObjects, SetSortOrder, InitiallyCollapsed (IDetailChildrenBuilder in IDetailChildrenBuilder.h offers the same five adders, plus AddExternalStructure, inside CustomizeChildren)
FDetailWidgetRow DetailWidgetRow.h NameContent(), ValueContent(), WholeRowContent(), ExtensionContent(), FilterString, Visibility, IsEnabled
IPropertyHandle PropertyHandle.h GetValue/SetValue overloads, GetNumChildren, GetChildHandle, SetOnPropertyValueChanged, SetOnChildPropertyValueChanged, CreatePropertyNameWidget, CreatePropertyValueWidget, EnumerateRawData, NotifyPreChange, NotifyPostChange
IDetailPropertyRow IDetailPropertyRow.h DisplayName, ToolTip, EditCondition, IsEnabled, Visibility, GetDefaultWidgets, CustomWidget
PropertyCustomizationHelpers PropertyCustomizationHelpers.h MakeAddButton, MakeRemoveButton, MakeClearButton, MakeBrowseButton, MakeUseSelectedButton, MakePropertyComboBox, SObjectPropertyEntryBox, SClassPropertyEntryBox

GetValue/SetValue return FPropertyAccess::Result (Success, Fail, MultipleValues). NotifyPostChange takes EPropertyChangeType::Type, e.g. EPropertyChangeType::ValueSet. ECategoryPriority::Type sorts top-down: Variable, Transform, Important, TypeSpecific, Default, Uncommon.

Full row patterns, CustomizeHeader/CustomizeChildren bodies, SObjectPropertyEntryBox, per-object value enumeration and fonts: detail-customization-patterns.md.

Editor Utility Widgets and Scripted Actions

UEditorUtilityWidget (EditorUtilityWidget.h, module Blutility) is a UUserWidget that runs in the editor. Subclass in C++ to expose helper functions, then build the visuals in a Blueprint child.

// MyEditorUtilityWidget.h
#pragma once
#include "EditorUtilityWidget.h"
#include "MyEditorUtilityWidget.generated.h"

UCLASS()
class MYGAMEEDITOR_API UMyEditorUtilityWidget : public UEditorUtilityWidget
{
    GENERATED_BODY()

public:
    UFUNCTION(BlueprintCallable, Category = "My Tools")
    void PrefixSelectedAssets(const FString& Prefix);
};

// MyEditorUtilityWidget.cpp
void UMyEditorUtilityWidget::PrefixSelectedAssets(const FString& Prefix)
{
    UEditorAssetSubsystem* AssetSubsystem = GEditor->GetEditorSubsystem<UEditorAssetSubsystem>();
    for (UObject* Asset : UEditorUtilityLibrary::GetSelectedAssets())
    {
        const FString Source = Asset->GetOutermost()->GetName();
        AssetSubsystem->RenameAsset(
            Source, FPaths::GetPath(Source) / (Prefix + TEXT("_") + Asset->GetName()));
    }
}

UEditorUtilityLibrary (EditorUtilityLibrary.h, Blutility) also provides GetSelectedAssetData(), GetSelectedAssetsOfClass(UClass*), GetSelectionSet() (level actors) and SyncBrowserToFolders(const TArray<FString>&).

Open a widget Blueprint from code through UEditorUtilitySubsystem (EditorUtilitySubsystem.h):

UEditorUtilitySubsystem call Effect
SpawnAndRegisterTab(UEditorUtilityWidgetBlueprint*) Registers the tab and opens it; returns the UEditorUtilityWidget*
SpawnAndRegisterTabAndGetID(UEditorUtilityWidgetBlueprint*, FName& OutTabID) / SpawnAndRegisterTabWithId(UEditorUtilityWidgetBlueprint*, FName InTabID) Same, writing back or supplying the tab id
RegisterTabAndGetID(UEditorUtilityWidgetBlueprint*, FName& OutTabID) Registers the spawner without opening the tab
TryRun(UObject* Asset) Runs a UEditorUtilityObject-derived asset (invokes its Run)

Scripted actions: any UFUNCTION(CallInEditor) on a UAssetActionUtility subclass appears in the Content Browser context menu; UActorActionUtility does the same for level actors. Both derive from UEditorUtilityObject. Filter with the SupportedClasses array (TArray<TSoftClassPtr<UObject>>, editable in Class Defaults); read it back with GetSupportedClasses().

// MyAssetActionUtility.h
#pragma once
#include "AssetActionUtility.h"
#include "MyAssetActionUtility.generated.h"

UCLASS()
class MYGAMEEDITOR_API UMyAssetActionUtility : public UAssetActionUtility
{
    GENERATED_BODY()

public:
    UFUNCTION(CallInEditor, Category = "My Tools")
    void SetTextureCompressionToUI();
};

// MyAssetActionUtility.cpp
void UMyAssetActionUtility::SetTextureCompressionToUI()
{
    for (UObject* Asset : UEditorUtilityLibrary::GetSelectedAssets())
    {
        if (UTexture2D* Texture = Cast<UTexture2D>(Asset))
        {
            Texture->CompressionSettings = TC_EditorIcon;
            Texture->MarkPackageDirty();
            Texture->PostEditChange();
        }
    }
}

The editor builds these menus without loading the utility asset, from asset-registry tags wrapped by FAssetActionUtilityPrototype (EditorUtilityAssetPrototype.h). Keep the filter in SupportedClasses on the CDO rather than computing it at run time.

Menus and Toolbars

UToolMenus (module ToolMenus) owns every editor menu and toolbar. Register from the startup callback so Slate and the menus you extend exist.

// MyGameEditorModule.cpp (continued) — ToolMenuSection.h, ToolMenuEntry.h,
// Styling/AppStyle.h, EditorUtilitySubsystem.h, EditorUtilityWidgetBlueprint.h
void FMyGameEditorModule::OpenMyPanel()
{
    if (UEditorUtilityWidgetBlueprint* WidgetBP = LoadObject<UEditorUtilityWidgetBlueprint>(
            nullptr, TEXT("/Game/EditorWidgets/BP_MyTool.BP_MyTool")))
    {
        GEditor->GetEditorSubsystem<UEditorUtilitySubsystem>()->SpawnAndRegisterTab(WidgetBP);
    }
}

void FMyGameEditorModule::RegisterMenus()
{
    FToolMenuOwnerScoped OwnerScoped(this);
    UToolMenu* WindowMenu = UToolMenus::Get()->ExtendMenu("LevelEditor.MainMenu.Window");
    FToolMenuSection& Section = WindowMenu->FindOrAddSection("MyGame");
    Section.Label = FText::FromString("My Game");
    Section.AddMenuEntry(
        "OpenMyPanel",
        FText::FromString("My Panel"),
        FText::FromString("Open the My Game tool panel"),
        FSlateIcon(FAppStyle::GetAppStyleSetName(), "Icons.Settings"),
        FUIAction(FExecuteAction::CreateStatic(&FMyGameEditorModule::OpenMyPanel)));

    UToolMenu* PlayToolBar =
        UToolMenus::Get()->ExtendMenu("LevelEditor.LevelEditorToolBar.PlayToolBar");
    PlayToolBar->FindOrAddSection("MyTools").AddEntry(
        FToolMenuEntry::InitToolBarButton(
            "MyToolButton",
            FUIAction(FExecuteAction::CreateStatic(&FMyGameEditorModule::OpenMyPanel)),
            FText::FromString("My Tool"),
            FText::FromString("Run the My Game tool"),
            FSlateIcon(FAppStyle::GetAppStyleSetName(), "Icons.Toolbar.Settings")));
}
Call Use
UToolMenus::Get() / UToolMenus::TryGet() Singleton; TryGet does not force the module to load
RegisterMenu(FName Name, FName Parent = NAME_None, EMultiBoxType Type = EMultiBoxType::Menu, bool bWarnIfAlreadyRegistered = true) Declare a menu you own
ExtendMenu(FName) Add to a menu someone else owns; queues an extension if it is not registered yet
FindMenu(FName) Look up a registered menu; nullptr if absent
UToolMenu::FindOrAddSection(FName) / AddSection(FName, Label, FToolMenuInsert) Get or create a section
FToolMenuSection::AddMenuEntry(FName, Label, ToolTip, FSlateIcon, FToolUIActionChoice, EUserInterfaceActionType, FName TutorialHighlight, TOptional<FText> InputBindingOverride) Menu item
FToolMenuSection::AddSubMenu / AddSeparator / AddEntry Sub-menus, separators, prebuilt entries
FToolMenuEntry::InitToolBarButton / InitComboButton / InitWidget / InitMenuEntry Build entries to pass to AddEntry
UToolMenus::RegisterStartupCallback(const FSimpleMulticastDelegate::FDelegate&) Defer registration until menus exist
UToolMenus::UnRegisterStartupCallback(this) + UToolMenus::UnregisterOwner(this) Mandatory in ShutdownModule

FToolMenuOwnerScoped tags everything created in its scope with the owner so UnregisterOwner removes it all. Useful menu names: LevelEditor.MainMenu.Window, LevelEditor.MainMenu.Tools, LevelEditor.LevelEditorToolBar.PlayToolBar, LevelEditor.LevelEditorToolBar.User, LevelEditor.ActorContextMenu, ContentBrowser.AssetContextMenu. Icons are FSlateIcon(FAppStyle::GetAppStyleSetName(), "StyleName").

Keyboard chords and reusable commands use TCommands with UI_COMMAND; see editor-module-setup.md.

Editor Subsystems

UEditorSubsystem (module EditorSubsystem, header EditorSubsystem.h) is auto-instantiated once the owning module is loaded — there is no registration call. Reach it with GEditor->GetEditorSubsystem<T>().

// MyEditorSubsystem.h
#pragma once
#include "EditorSubsystem.h"
#include "MyEditorSubsystem.generated.h"

UCLASS()
class MYGAMEEDITOR_API UMyEditorSubsystem : public UEditorSubsystem
{
    GENERATED_BODY()

public:
    virtual void Initialize(FSubsystemCollectionBase& Collection) override;
    virtual void Deinitialize() override;

private:
    void OnMapOpened(const FString& Filename, bool bAsTemplate);
};

// MyEditorSubsystem.cpp
void UMyEditorSubsystem::Initialize(FSubsystemCollectionBase& Collection)
{
    Super::Initialize(Collection);
    FEditorDelegates::OnMapOpened.AddUObject(this, &UMyEditorSubsystem::OnMapOpened);
}

void UMyEditorSubsystem::Deinitialize()
{
    FEditorDelegates::OnMapOpened.RemoveAll(this);
    Super::Deinitialize();
}

void UMyEditorSubsystem::OnMapOpened(const FString& Filename, bool bAsTemplate)
{
    UE_LOG(LogMyGame, Display, TEXT("Opened map %s"), *Filename);
}

UEditorSubsystem derives from UDynamicSubsystem; Initialize(FSubsystemCollectionBase&), Deinitialize() and ShouldCreateSubsystem(UObject* Outer) const come from USubsystem, so always chain to Super::. Engine editor subsystems worth calling before writing your own:

Subsystem Module Use
UEditorActorSubsystem UnrealEd GetAllLevelActors, GetSelectedLevelActors, SetSelectedLevelActors, SpawnActorFromClass, DestroyActor
UEditorAssetSubsystem UnrealEd LoadAsset, RenameAsset, DuplicateAsset, DeleteAsset, SaveLoadedAsset, ListAssets
UAssetEditorSubsystem UnrealEd OpenEditorForAsset, FindEditorForAsset, CloseAllEditorsForAsset, GetEditorModeInfoOrderedByPriority
UEditorUtilitySubsystem Blutility SpawnAndRegisterTab, RegisterTabAndGetID, TryRun
ULevelEditorSubsystem LevelEditor Level open/save/new operations

The canonical subsystem type table (game instance, world, local player, engine, editor) lives in ue-cpp-foundations.

Transactions and Editor Delegates

Every editor mutation of a UObject must be wrapped in a transaction and preceded by Modify(), or undo restores stale data:

#include "ScopedTransaction.h"
#include "Subsystems/EditorActorSubsystem.h"

void UMyEditorSubsystem::OffsetSelection(const FVector& Delta)
{
    const FScopedTransaction Transaction(
        NSLOCTEXT("MyGameEditor", "OffsetSelection", "Offset Selection"));
    UEditorActorSubsystem* ActorSubsystem = GEditor->GetEditorSubsystem<UEditorActorSubsystem>();
    for (AActor* Actor : ActorSubsystem->GetSelectedLevelActors())
    {
        Actor->Modify();
        Actor->SetActorLocation(Actor->GetActorLocation() + Delta);
    }
}

FScopedTransaction (ScopedTransaction.h, UnrealEd) also offers Cancel() and IsOutstanding(). After a direct property write on an asset call MarkPackageDirty() and PostEditChange().

Delegate Signature
FEditorDelegates::PostUndoRedo FSimpleMulticastDelegate
FEditorDelegates::OnMapOpened (const FString& Filename, bool bAsTemplate)
FEditorDelegates::PreBeginPIE / PostPIEStarted / EndPIE (const bool bIsSimulating)
FEditorDelegates::OnAssetPostImport (UFactory*, UObject*)
FEditorDelegates::OnNewActorsPlaced (UObject*, const TArray<AActor*>&)
FEditorDelegates::OnPackageDeleted / OnAssetsPreDelete (UPackage*) / (const TArray<UObject*>&)
FCoreUObjectDelegates::OnObjectPropertyChanged / OnPreObjectPropertyChanged (UObject*, FPropertyChangedEvent&) / (UObject*, const FEditPropertyChain&)
FCoreUObjectDelegates::OnObjectModified (UObject*)

Editor Modes

UEdMode (Tools/UEdMode.h, UnrealEd) is the mode base class. Every UEdMode subclass is discovered automatically by UAssetEditorSubsystem::RegisterEditorModes once all module loading phases complete — fill Info in the constructor and do not call a registry.

// MyEditorMode.h
#pragma once
#include "Tools/UEdMode.h"
#include "MyEditorMode.generated.h"

UCLASS()
class MYGAMEEDITOR_API UMyEditorMode : public UEdMode
{
    GENERATED_BODY()

public:
    static const FEditorModeID EM_MyEditorMode;
    UMyEditorMode();

    virtual void Enter() override;
    virtual void Exit() override;
    virtual void ModeTick(float DeltaTime) override;
    virtual void CreateToolkit() override;
    virtual bool UsesToolkits() const override;
};
  • Set Info = FEditorModeInfo(EM_MyEditorMode, DisplayName, FSlateIcon(...), /*InVisibility=*/true) in the constructor; Info is a protected UEdMode member. Enter() and Exit() must call Super::.
  • Interactive tools: from Enter(), call RegisterTool(TSharedPtr<FUICommandInfo> UICommand, FString ToolIdentifier, UInteractiveToolBuilder* Builder, EToolsContextScope ToolScope = EToolsContextScope::Default). GetInteractiveToolsContext(EToolsContextScope) returns the UEditorInteractiveToolsContext; the mode's own context object is a UEdModeInteractiveToolsContext.
  • Viewport input (MouseMove, InputKey, HandleClick, InputDelta, Tick) comes from implementing ILegacyEdModeViewportInterface (Tools/LegacyEdModeInterfaces.h). Render and DrawHUD come from ILegacyEdModeWidgetInterface; UBaseLegacyWidgetEdMode implements both and forwards to an FLegacyEdModeWidgetHelper returned by your CreateWidgetHelper().
  • Activate with GLevelEditorModeTools().ActivateMode(UMyEditorMode::EM_MyEditorMode); query with IsModeActive / GetActiveScriptableMode; leave with DeactivateMode.
  • FEdMode (EdMode.h) is the legacy shared-pointer mode; it derives from FLegacyEdModeWidgetHelper and is registered through FEditorModeRegistry::Get().RegisterMode<T>(...) / UnregisterMode(...). Write new modes as UEdMode.

Full mode implementation with a toolkit: editor-module-setup.md.

Asset Types Factories and Thumbnails

UAssetDefinition (module AssetDefinition, header AssetDefinition.h) is the Content Browser integration point in 5.8. Derive from UAssetDefinitionDefault (AssetDefinitionDefault.h, UnrealEd) so OpenAssets already opens a generic FSimpleAssetEditor (AssetDefinitionDefault.cpp:16-25). Definitions are discovered from their CDOs — no registration call.

Override FText GetAssetDisplayName() const, FLinearColor GetAssetColor() const, TSoftClassPtr<UObject> GetAssetClass() const and TConstArrayView<FAssetCategoryPath> GetAssetCategories() const; override EAssetCommandResult OpenAssets(const FAssetOpenArgs& OpenArgs) const only when the default toolkit routing is not what you want.

EAssetCategoryPaths supplies Basic, Animation, Audio, Blueprint, Cinematics, Data, Foliage, FX, Gameplay, AI and more; nest with FAssetCategoryPath(EAssetCategoryPaths::Gameplay, INVTEXT("My Game")). Context-menu entries for the type are added through UToolMenus extensions of ContentBrowser.AssetContextMenu, not through the definition class.

FAssetTypeActions_Base (AssetTypeActions_Base.h, module AssetTools) with IAssetTools::RegisterAssetTypeActions / UnregisterAssetTypeActions still compiles, but IAssetTypeActions members are being deprecated in favour of the definition system. Use UAssetDefinition for new types.

  • Factory: a UFactory subclass in the editor module sets SupportedClass, bCreateNew, bEditAfterNew in its constructor and overrides FactoryCreateNew(UClass*, UObject*, FName, EObjectFlags, UObject*, FFeedbackContext*). It is auto-discovered; no registration.
  • Thumbnail: subclass UThumbnailRenderer, override Draw(UObject*, int32 X, int32 Y, uint32 Width, uint32 Height, FRenderTarget*, FCanvas*, bool bAdditionalViewFamily), then UThumbnailManager::Get().RegisterCustomRenderer(UMyDataAsset::StaticClass(), UMyThumbnailRenderer::StaticClass()) in StartupModule and UnregisterCustomRenderer(...) in ShutdownModule.
  • Queries: build an FARFilter (AssetRegistry/ARFilter.h) with ClassPaths, PackagePaths, bRecursiveClasses, bRecursivePaths and pass it to IAssetRegistry::GetAssets(const FARFilter&, TArray<FAssetData>&, bool bSkipARFilteredAssets = true).

Full definition, factory and thumbnail implementations: editor-module-setup.md.

Asset Editor Toolkits

FAssetEditorToolkit (Toolkits/AssetEditorToolkit.h) hosts a tabbed editor window. GetToolkitFName, GetBaseToolkitName and GetWorldCentricTabPrefix are pure virtual; your init function builds a layout with FTabManager::NewLayout and calls InitAssetEditor(Mode, InitToolkitHost, AppIdentifier, StandaloneDefaultLayout, bCreateDefaultStandaloneMenu, bCreateDefaultToolbar, ObjectToEdit).

Find or focus an open editor with IAssetEditorInstance* Instance = GEditor->GetEditorSubsystem<UAssetEditorSubsystem>()->FindEditorForAsset(Asset, /*bFocusIfOpen=*/false); then Instance->FocusWindow(Asset) or Instance->CloseWindow(EAssetEditorCloseReason::AssetEditorHostClosed).

Data Validation

UEditorValidatorBase ships in the DataValidation plugin (enabled by default; module DataValidation, LoadingPhase: PreDefault). Validators are discovered from their CDOs; override CanValidateAsset_Implementation(const FAssetData& InAssetData, UObject* InObject, FDataValidationContext& InContext) const and ValidateLoadedAsset_Implementation(const FAssetData& InAssetData, UObject* InAsset, FDataValidationContext& Context). Run headless with UnrealEditor-Cmd <Project>.uproject -run=DataValidation.

Deprecated — do not use

Do not emit Use in 5.8 Source
FEditorStyle::Get(), FEditorStyle::GetBrush/GetFontStyle FAppStyle::Get(), FAppStyle::GetBrush/GetFontStyle UE_DEPRECATED(5.1) in Editor/EditorStyle/Public/EditorStyleSet.h
IPropertyHandle::CreatePropertyNameWidget(Name, ToolTip, bDisplayResetToDefault, ...) CreatePropertyNameWidget(NameOverride, ToolTipOverride) UE_DEPRECATED(5.0) in PropertyEditor/Public/PropertyHandle.h:641
UAssetActionUtility::GetSupportedClass() / UActorActionUtility::GetSupportedClass() SupportedClasses array + GetSupportedClasses() UE_DEPRECATED(5.2) in Blutility/Classes/AssetActionUtility.h:69, ActorActionUtility.h:24
IAssetEditorInstance::CloseWindow() (no arguments) CloseWindow(EAssetEditorCloseReason) UE_DEPRECATED(5.3) in UnrealEd/Public/Subsystems/AssetEditorSubsystem.h:62
FAssetEditorToolkit::OnRequestClose() (no arguments) OnRequestClose(EAssetEditorCloseReason) UE_DEPRECATED(5.3) in UnrealEd/Public/Toolkits/AssetEditorToolkit.h:435
UEditorValidatorBase::CanValidateAsset_Implementation(UObject*), ValidateLoadedAsset_Implementation(UObject*, TArray<FText>&) overloads taking (const FAssetData&, UObject*, FDataValidationContext&) UE_DEPRECATED("5.4") in DataValidation/Public/EditorValidatorBase.h:125,130
IDetailLayoutBuilder::GetDetailsView() GetDetailsViewSharedPtr() UE_DEPRECATED(5.5) in PropertyEditor/Public/DetailLayoutBuilder.h:63,74
IDetailTreeNode::GetNodeDetailsView() GetNodeDetailsViewSharedPtr() UE_DEPRECATED(5.5) in PropertyEditor/Public/IDetailTreeNode.h:128
IAssetTypeActions::GetThumbnailOverlay UAssetDefinition + GetThumbnailActionOverlay UE_DEPRECATED(5.5) in Developer/AssetTools/Public/IAssetTypeActions.h:122
FEditorModeRegistry::GetModeInfo iteration helpers, OnRegisteredModesChanged UAssetEditorSubsystem::GetEditorModeInfoOrderedByPriority, FindEditorModeInfo, OnEditorModesChanged UE_DEPRECATED(4.26) in UnrealEd/Public/EditorModeRegistry.h:98,104,141
UEdModeInteractiveToolsContext::UsesDragTools() / OnRegisterViewportInteractions() UsesViewportInteractions() / OnBuildViewportInteractions() (experimental) UE_DEPRECATED(5.8) in UnrealEd/Public/Tools/EdModeInteractiveToolsContext.h:427,441
FEditorModeTools::GetOverrideCursorVisibility(bool&, bool&, bool) (by-value bSoftwareCursorVisible) GetCursorVisibilityOverride(bool&, bool&, bool&) UE_DEPRECATED(5.8) in UnrealEd/Public/EditorModeManager.h:321

Common Mistakes

Editor headers in a Runtime module: UnrealEd, PropertyEditor, Blutility and ToolMenus are editor-only and are not linked into packaged builds, so a Runtime module that depends on them unconditionally fails to package (UBT throws BuildException, UnrealEd.Build.cs:12-14). Put the code in MyGameEditor; use #if WITH_EDITOR only for runtime-class hooks such as PostEditChangeProperty.

IMPLEMENT_MODULE before the class exists: the macro must follow the FMyGameEditorModule declaration and both function definitions — put it at the end of the .cpp.

Register without unregister: every RegisterCustomClassLayout, RegisterCustomPropertyTypeLayout, RegisterCustomRenderer and RegisterStartupCallback needs its pair in ShutdownModule, guarded by FModuleManager::Get().IsModuleLoaded(...). Missing pairs crash on Live Coding reload.

Editing a UObject without a transaction: always FScopedTransaction plus Object->Modify() before the write.

Calling FEditorModeRegistry::RegisterMode for a UEdMode: UEdMode subclasses are auto-registered from their CDOs; the registry is only for FEdMode.

Raw this captured in a Slate lambda: capture TWeakPtr/TWeakObjectPtr and pin before use — detail-panel widgets outlive the customization object.

ForceRefreshDetails() on every value change: it destroys and rebuilds the layout. Call it only when the row structure changes; drive values with TAttribute and _Lambda bindings.

Touching GEditor in StartupModule at LoadingPhase: Default: project modules at Default load before the editor engine exists; defer through UToolMenus::RegisterStartupCallback / FCoreDelegates::GetOnPostEngineInit() (the OnPostEngineInit member is UE_DEPRECATED(5.8), CoreDelegates.h:240), or load at PostEngineInit.

Related Skills

  • ue-module-build-system — .Build.cs syntax, module types, public vs private dependencies, plugin descriptors
  • ue-cpp-foundations — UCLASS/UPROPERTY/UFUNCTION specifiers, canonical subsystem type table, UObject lifecycle
  • ue-ui-umg-slate — Slate widget fundamentals (SNew, TAttribute, FReply, compound widgets) used by every custom row
  • ue-data-assets-tables — UDataAsset, UPrimaryDataAsset and UDataTable types that these editors and definitions wrap
  • ue-testing-debugging — UE_LOG categories and verbosity, automation tests for editor code, Insights profiling
  • ue-actor-component-architecture — actor and component classes whose details panels you customize
  • ue-project-context — writing and consuming .agents/ue-project-context.md
  • ue-blueprint-cpp-interop — exposing C++ to Blueprint: UFUNCTION/UPROPERTY meta keys, latent actions and async nodes

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